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Sleipnir

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Everything posted by Sleipnir

  1. Yeah I had a feeling it was all just for show, however as someone said earlier, with more advanced engines and even things like warp drives Hohmann transfers and gravity turns would be unnecessary. Rest makes sense though. I guess it just looks cooler to have space fighters behave like atmospheric jetfighters
  2. Hey all, really seems like SSTO's are the new "in" around here at KSP. I have build several of my own (mostly failures) but got one working one into orbit. I have also read a few things about them on the forums and looked at some designs, but pretty much all SSTO's are single seaters non cargo capable planes. I am more a man of functionality and am looking for a way to launch things into orbit (2m wide parts max) without creating any debris and SSTO seems to be the way to go. I just need a design that is capable of that and it appears to be impossible to do with stock parts.I have a few mods like B9 Aerospace Pack to help me out with cargo bays etc. But i am still lacking a good design. So far what I have learned is to launch the SSTO vertically, that way i dont have to worry about C.o.M. and C.o.L. being unbalanced (which will happen as the cargo changes) as long as the C.o.T. is lined up with the C.o.M. Then once the payload is released It could land like a plane again. Thats pretty much all I got for designs, could anyone give me any more tips about larger sstos? I am still stumped about what engines to use, and whether I should ditch jet engines as they don't seem to do as well during vertical launches. Any help is appreciated. Dan
  3. Hey everyone, this one has been occupying my mind for some time so here it goes: Since I started playing KSP I have learned a lot about space flight assuming that it is based mostly on the real deal (especially the orbiting and trajectory part in space). Nonetheless it has changed my view on space especially how trajectories and flying in general works out. It also makes me wonder how the movie spacecrafts like from starwars or startrek compare to real life space "flying". I am not talking about warp drives or wormhole travel but about how they orbit and approach things. If anything in KSP is true then meeting up with a craft, approaching and docking seems like quite the ordeal IRL with lots of engine burns, aligning/maneuvering, RCS maneuvers etc, yet in movies (like the above mentioned) smaller "starfighters" seem to be able to race around starbases and motherships quite easily with high speeds and agility, something that appears to be impossible to replicate in KSP without crashing into an object or getting completely off course. Is the entire movie thing with small "starfighters" zooming about big spaceships in battles just a Hollywood thing or could this become reality? Maybe if we have faster and specialized engines? Maybe someone here has an answer. Thanks in advance. Dan
  4. Kinda sucks about the engine part. Is there no other engine capable of this? Even modifying it to better support faster PCs would make a difference. defs would be better for sales too
  5. I really hope that once the game gets the full release (beta or whatever you call it) that they either upgrade or replace the unity engine. This game is sooo much fun and has so much potential but the engine is just keeping it back. For me at least. Full 64 bit and multicore support is a must, as we all as better graphic card support. Idk if they are, but if they want to add more solar systems you can visit you will need a better game engine that can support that along with bigger ships and more travel variety. Any thoughts or opinions?
  6. Not sure if this has been mentioned before, but Kerbal Engineer Causes massive freezes and sometimes even crashes both in VAB and in flight when put on ships that have very high thrust and ISP. I was using modded engines (1000+ ISP and thrust) on a 120 part ship and every time I called up the Engineer window it would freeze up the game. I am guessing it has to do with the calculations the mod has to make, hopefully this can be fixed sometime, as I had to remove the engineer part from that ship to stop the lag
  7. Struts do help, but since the game engine still needs many improvements it would help to make the attachment nodes a little stronger. A bit of wobble is fine, especially on monstrous rockets, but i sometimes get parts falling off even on smaller rockets. Usually ASAS from tanks
  8. Hey all, Some of the attachment nodes, especially on fuel tanks, seem really weak. They tend to hold up well on smaller craft but once you go tall they wobble like crazy. IRL we have big fuel tanks that are structurally strong from the inside, in KSP on the other hand we have to reinforce it ourselves with many a struts (which = high part count which= lag sadly). Is there anyway to tweak the CFG to make them stronger? Is it something that will be tweaked in upcoming versions?
  9. Thanks for the reply. The maker himself helping awesome! Really like the stuff you do, can't wait for that new VTOL lifter your minions are testing atm, looks cool. As for the scale I figured that the PX-2 Cargo Bay v5 seems to be the biggest out of all of em, and that if this part could be twice as big as it already is that would be perfect. It would fit almost 4 whole Orange Stock rockomax tanks! If it wouldn't be too much of a hassle for you it would be great if you could make all the PX-2 parts twice as big, would make a good heavy load carrier type mothership then. Thanks you so much for the reply and offervman, also keep up those mothership type designs, i love em and its exactly what this game needs more imo
  10. Thats is what I meant sorry. I did change that number, usually for the mod parts it was at 2, and i changed it to 4, i still got that problem though with the weird gaps that only appear when launching
  11. Hi all, I am trying to resize some space ship parts from the PX2 Wayland add on so I can have a bigger cargo bay that can hold way more things. I have read the CFG part in the wiki, yet when i change the "rescale = X" number ( I changed by x2 for all the parts of that mod) things dont seem to work out quite right. In the VAB/SPH all parts are size proportionate and fit together nicely, yet when i Launch the ship large gaps appear in between all the parts. Also the stabilizer fins seem to be way more powerful/ touchy than they were before. How do I edit the cfg file correctly to only make the model twice as big with all parts working correctly? Thanks in advance
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